The Thrive Odyssey

Actually, I was talking about those plague doctor suits, but it’s okay if you want to keep the idea of early/prehistoric biosuits.

What matters is the function of the suit, which is to protect the user from outside contamination.

It’s just that you don’t have glass, so to make one of those suits, the guy would be essentially blind.

1 Like
I’ll edit my actions then.
Update: I updated my actions. Engineers are now researching on glass fabrication.
Story

As the world continues to evolve, more nations are becoming civilizations. Medical infrastructure is being put in place to counter the new plague. New lands are being charted, and one nation finds itself in a potentially difficult situation if it investigates some recent incident. In the sky, you can see pretty shooting stars, but one seems to only get bigger…

Volume 2: Diffusion
Round 49 - 3,000 Years ago

Phoenicia

Leader: Tekis

Actions: [Global] Trade with Hollow Sand, [Global] Build medical station
Result: 10/20 +3 +5 = 18/20, 16/20
You send an expedition to Hollow Dust with the intention to trade with the Hollow Sandians. When you arrived, you chatted and got along, when you took interest in their formidable beasts. You coveted these rhinoceroses, so you gave them your ovens, and in exchange, they gave you some rhinos to take home. These are war rhinos, so they give +2 to combat rolls and +3 if the attack is towards infrastructure. Thanks to all that trading, you increase your population and are now allies.

Hearing news of the new plague, you decide it would be cautious to build a medical building to treat the sick. The building spans multiple rooms and is useful to treat the sick and injured, which increases your population.

Congratulations, you now have enough population to become a civilization.

Villages: 2 (Tyre [Capital][76], Phoenix[57])
Region:Southern Lebanon, Asia (Middle East)
Stability: Strong 5

Population: 154
Jobs: Farmer [26], Fisher [26], Potter [14], Priest [9], Scout [9], Builder [9], Hunter [9], Medic [14], Scientist [12]
Status: Sedentary Agricultural Village

Type: Bard (Thanks to your entertainment, you get a bonus to diplomacy and trade with other nations)

Technology

Tools: Bronze Age, Sailboat [+2]
Weapons: Basic Melee (Spear, Club), Standard Ranged (Longbow [Bronze][+2]), Trident
Structures: Mud hut, Farm, Hospital
Domestic: Goats, Rhinoceros [+2 or 3]
Other: Fishing, Agriculture, Pottery, Religion, Medicine, Division of Labour, Currency [+2 or 5], Oven, Bronze

Religion

Deity: the Four Primordial Elements
Beliefs: They must be entertained through singing and dancing.

Relations
Laestrygonians

Reputation: Ally 4
Shared Technology: Goat domestication, Rafts, Oven, Currency, Writing, Longbow

"Hollow Sand

Reputation: Ally 4
Shared technology: Currency, Writing [+2], Oven, Rhinoceros [+2 or 3]

Mongols

Reputation: Neutral 1

Hellenes

Leader: Tiresias

Actions: [20 (Traders)] Absorb the Marcellians, [25] Establish a village, [25 (Builders)] Stone Wall, [53] Religion
Result: 14/20 -7 +1 = 8/20, 18/20 -7 = 11/20, 18/20 -7 +1 = 12/20, 20/20! -5 = 15/20
You assumed your relations would be favourable enough to consider a merger, but even with everything you could offer, the Marcellians refused to be absorbed.

You send a crew of people to establish a port city near the shore. The village is built, leaving room for more people, increasing population. You may name this settlement if you want.

The builders wanted to upgrade the wooden walls around the village to something sturdier, so they built walls around the village out of stone. This will give -2 to an invader’s dicerolls.

The rest of your people form a religion, the details of which you may describe.

Congratulations, you now have a second global action.

Villages: 2 (Apolonia [Capital][98], New Village [43])
Region: Coast of Epirus, Greece
Stability: Strong 5

Population: 141
Jobs: Farmer [15], Miner [10], Herder [10], Warrior [20], Blacksmith [5], Trader [20], Healer [5], Inventor [8], Builder [25]
Status: Sedentary Agricultural Village

Type: Outcast (Because of your peculiar nation’s practices, others tend to stay away from you, giving lower initial reputation. On the upside, this gives you a bonus to technology development and you are harder to spy on)

Technology

Tools: Copper Age, Fertilizer
Weapons: Basic Melee (Spear, Club), Basic Ranged (Shortbow), Primitive protection (Long Shield [+1]), Standard Armour (Bronze [+2]), Formation (Phalanx [+2])
Structures: Mud Brick House, Stone Walls [-2], Town Hall [+2 or 3]
Domestic: Cattle
Other: Oven, Bronze, Agriculture, Division of Labour, Pottery, Religion

Relations
Laestrygonians

Reputation: Good 2
Shared technology: Copper Armour, Dvision of Labour, Walls, Bronze

Marcellians

Reputation: Ally 4
Shared technology: Walls, Bronze armour, Targe

Britannia

Leader: Arthur of Londinium

Actions: [36 (Philosophers)] Writing, [36 (Engineers)] Glass, [42 (Knights, Soldiers)] Destroy rodents’ nests
Result: 20/20! -6 +3 = 17/20, 15/20 -6 +3 = 12/20, 18/20 -6 +3 = 15/20
In the midst of this pandemic, it would be useful for the philosophers to find a way to keep track of what is going on for the future beyond their mind, seeing as death can be very imminent. They set up a system of symbols to form letters and words, which they use to write and keep track of symptoms and the death toll. Writing gives +2 to research actions.

Sand is made of tiny pebbles right? So, you could smelt them, since they were like rock dust? That was the thought process of the engineers as they poured sand into the furnace, hoping to get some awesome gear. They were surprised instead with a smoky, almost crystalline mound upon solidification. After some refinement, they ended up with glass clear enough to see through, which you can use for many different inventions.

Your knights and soldiers destroy more rodents’ nests, but it doesn’t seem to stop the infection. Perhaps it’s not the only source?

Death roll: 1/6 -2 = 0/6
No one died this turn. It seems that the measures put in place are very effective to limit the spread.

Villages: 1 (Londinium [Capital])
Region: British Isles, Europe
Stability: Steady 3

Population: 114
Jobs: Philosopher [36], Engineer [36], Soldier [28], Knight [14]
Status: Sedentary Agricultural village, PLAGUE

Type: Diplomat (Thanks to your smooth-talking skills, you know how to convince people that you are nice, giving you a bonus to negotiations and initial reputation. You also start with extra population)

Technology

Tools: Advanced (Iron), Sailing [+2], Nets, Navigation [+2]
Weapons: Advanced Melee (Iron Spear, Claymore, Battle Ax [+4]), Basic Ranged (Shortbow)
Structures: Stone houses
Other: Agriculture, Furnace, Iron, Fishing, Division if Labour, Trapping, Writing [+2], Glass

Relations
Laestrygonians

Reputation: Great 3
Shared technology: Oven, Bronze, Sailing [+2], Bronze Weapons, Navigation [+2]

Laestrygonians

Leader: Orko

Actions: [65 (Farmers, Herders)] Millstones, [27] Bronze Tools, [37 (36 Traders)] Expedition to the North, [Global] Parchment, [10 (Soldiers)] Stand watch
Result: 13/20 -5 +3 +2 +2 = 15/20, 20/20! -8 +2 = 14/20, 15/20 -7 +2 +5 = 15/20, 13/20 +2 = 15/20, 14/20 -9 +2 = 7/20
Tired of crushing grain by hand, your farmers and herders get together to try to find a less manual way of making flour. They carve stones so that they are circular, which they notice are far easier to move around than bumpy rocks, subsequently creating wheels, which unlocks new technology. The wheels are then placed perpendicularly and hollowed out, so that sticks may be inserted to create shafts. This building can crush grain into flour a lot more efficiently, which raises population. The structure still has to be activated by hand, but perhaps you could harness a potential source of energy to make it work on its own.

You task another group of people to cast tools out of bronze, so that they may harvest resources more efficiently. They do just that, which raises your population.

You sent your brave traders on a new expedition, this time in the far North. You took the scribe with you so that he may document the journey, making sure to outfit him with thick pelts for his more delicate, hairless skin. Here’s an excerpt: “We had wandered for at least two weeks now, aimlessly travelling a blue desert of deadly fluid. The air had gotten bitterly cold, many times more than the coldest of winters we had endured back home. Then, after three more ceiling days, trying to work our way around the frozen water, we found it: land. The land looked like it was eternally snowy, and much of it looked inhospitable beyond the southern shores… After a couple more days of rest, it was time to head back. On the return trip, we stumbled upon a sizable isle of greenery, which contrasted with the hellish landscape of ice and snow from our previous discovery, so we rested for a while there for a while. The island seemed uninhabited, despite its beautiful springs and flat plains, which would make it a great place to establish a colony. The rest of the trip was uneventful, and we returned home safe and sound.” They discovered Greenland and Iceland, respectively.

The Laestrygonians, despite not writing themselves, thought it would be a neat idea to find a better vessel of knowledge for the scribe’s scriptures than animal hides, so they worked on making parchment. Wood seemed like a good idea, but it was very thick and irregular, so they took the tree bark removing the rough exterior and keeping the smooth interior, and glued several of those together using sap, so that they can make reinforced parchment. Parchments are an upgrade to writing and give +3 instead of +2 to research rolls.

Your soldiers stand guard, but fail to find anything noteworthy.

Also, I forgot to give you population for the hospitals.

Villages: 2 (Laestrygon [Capital][178], Xirimiri [27])
Region: Normandy, France
Stability: Strong 5

Population: 205
Jobs: Fisherman [45], Goatherd [40], Trader [36], Healer [2], Farmer [31], Soldier [10], Scribe [2]
Status: Civilisation

Type: Trader (All that time working with the ground has made you accumulate an abundance of resources you know others want, granting you a bonus in trading and initial population)

Technology

Tools: Basic (Wood, Bone), Catamaran[+3], Nets, Stargazing [+2], Herbal Medicine
Structures: Sod House, Farm, Roads [Dirt (+2 or 3)], Millstones
Domestic: Goats
Other: Fishing, Trapping, Division of Labour, Agriculture, Oven, Bronze, Currency [+2 or 5], Parchment [+3]

Politics

No government
Global Happiness: Happy 3
Crime rate: Low 3

Economy

State: Prosperous 4
Source of Income: Trade

Culture

Trading, Fishing, Military

Military

Army: 10 units
Type: Infantry [10]
Weapons: Intermediate Melee (Bronze sword, Bronze spear [+3]), Standard Ranged (Longbow [Bronze][+2]), Standard Armour (Bronze [+4])
Infrastructure: Watchtower, Trench, Wall

Relations
Phoenicians

Reputation: Ally 4
Shared Technology: Goat domestication, Rafts, Oven, Currency, Longbow (Bronze [+2]), Writing

Tarkahmehd

Reputation: Good 2
Shared Technology: Fishing, Trapping, Sailboat

Muppans

Reputation: Great 3
Shared Technology: Goat Domestication, Agriculture

Britannia

Reputation: Great 3
Shared technology: Oven, Bronze, Sailboat [+2], Bronze weapons, Navigation [+2]

Hellenes

Reputation: Good 2
Shared technology: Division of Labour, Bronze Armour, Bronze, Walls

Bananarama

Leader: Barando

Actions: [Global] Palace, [Global] Boats
Result: 14/20, 17/20 +3 = 20/20!
You task your people to build a massive palace for you to rule in. This palace ends up being huge, made of polished limestone bricks. The floors and columns are made of shiny white marble, and two pools of water with colourful tiles are placed at the front gate. This palace can be used as a governmental office, which gives +2 to research rolls, or +3 if you also have a government. THe palace is so impressive, it can be considered a landmark! A landmark is a point of interest that can give bonus power to a civilization, and can become a point of interest and generate income through tourism or pilgrimage if it fits the proper conditions.

The Nile is a very wide river, so crossing it on foot can prove to be a daunting task. That is why your people have developed rafts, made by stringing a few planks together, to get from one side of the river to the other. But you urge them to develop further, so they use cloth to use the power of wind to direct them, making sailboats, which give +2 to sailing rolls and give you access to nations that are normally inaccessible.

Villages: 2 (Musa Saientum Fixa [Capital], LOSERVILLE)
Region: Nile banks, Egypt
Stability: Strong 5

Population: 59
Jobs: Soldier [6]
Status: Sedentary Agricultural village

Type: Zealot (You know your faith is the right one, and you want everyone to believe in it, whether by will or at gunpoint. This grants you a bonus in combat and religion but a malus in initial reputation, as people feel intimidated by your warmongering)

Technology

Tools: Standard (Stone, Flint), Sailboat [+2]
Weapons: Standard Melee (Spear [Flint, Stone], Club), Standard Ranged (Longbow [Flint, Flaming][+2 or 3]), Basic Armour (Leather [+1]), Basic Siege (Catapult [+2 or 5]
Structures: Mud Hut, Farm, Temple, Training Academy [+2], Palace [+2 or 3]
Domestic: Rhinoceros [+2]
Other: Agriculture, Fishing, Writing [+2], Oven, Leather, Mathematics [+1]

Religion

Name: Potassism
Deity: banods
Beliefs: Sacrificing war prisoners, fighting is necessary to transcend to a different plane of existence.

Relations
Farenit

Reputation: Chilly -1

Hollow Sand

Reputation: Chilly -1

Mongols

Reputation: Good 2

Tarkahmehd

Leader: Evolution4Weak

Action: [52 (20 builders)] Town Hall, [48 (32 philosophers)] Code of Law, [52 (20 builders)] Roads
Result: 20/20! -6 +1 = 15/20, 20/20! -6 +2 +2 +2 = 20/20!, 16/20 -6 +1 +2 +2 = 15/20
Your builders get to work trying to erect a structure the hierarchical government can use. They make a nice building that is big enough to accommodate the scribes and philosophers so that they may focus on the village’s problems. The town hall will give +3 to research rolls, since you already have a government.

Your philosophers ponder about human nature, and how the people have lived with unspoken rules, such as not killing and not stealing. The philosophers however, had to materialise these rules and make them specific, with proper punishments they deemed fair for each infringement. Evo’s Code of Law, the first ever code of law in all of human history, was chiseled in a stone and placed in front of the town hall, so that it may be of view to all citizens. This code of law will decrease the criminality rate in the civ stage. Being the first of its kind (and because you got a 20), this structure is impressive enough to be a landmark! Landmarks are useful in the civ stage because they give additional power to the civilization and can generate income through tourism or pilgrimage if they meet the proper requirements.

The rest of your builders shaped the land around them so that it may be more even and stand out, so that people don’t get lost. These dirt roads help connect structures together and give +2 to infrastructure rolls, or give +3 to trading rolls if you create a trade route with the nation you trade with. They are also upgradable.

You are now officially a civilization. If you need a refresher on the different new mechanics, the rules were written in a tab in the previous round.

Villages: 2 (Acirema [Capital][85], Anawal [47])
Region: Portugal, Europe
Stability: Strong 5

Population: 152
Jobs: Fisherman [16], Farmer [16], Herder [16], Gatherer [32], Builder [40], Philosopher [32]
Status: Sedentary Agricultural Village

Type: Scout (You know the land like the back of your hands, which comes with the perk of a bonus in spying and exploration)

Technology

Tools: Bronze Age, Net, Sailboat[+2]
Structures: Log Cabin, Farms, Storehouse, Town Hall [+3], Roads (Dirt [+2 or 3])
Domestic: Chicken
Other: Fishing, Trapping, Agriculture, Government (Hierarchy) [+2], Division of Labour, Pottery, Ovens, Bronze, Writing [+2]

Politics

Government Type: Hierarchy
Policies: Code of Law
Global Happiness: Happy 3
Crime rate: Nearly Non-existent 4

Economy

State: Excellent 3
Source of Income: Trade, Fishing

Culture

Fishing, Arts, Authority

Military

Army: N/A
Weapons: Weapons: Basic Melee (Spear, Club), Basic Ranged (Shortbow)

Relations
Laestrygonians

Reputation: Good 2
Shared Technology: Sailboat, Net, Trapping, Fishing

Mexica

Leader: Montezuma

Actions: [Global] Establish a new village
Result: 16/20
The village was getting crowded, so it was time for expansion. You set up the new village of Solàtempa North of Tenochtitlán. This left more room for new citizens to move in, which increased your population.

Congratulations, you now have a second global action.

Villages: 2 (Tenochtitlán [Capital][101], Solatempa[20])
Region: Mexican Valley, Mexico
Stability: Sturdy 4

Population: 121
Jobs: N/A
Status: Sedentary Agricultural Village

Type: Shaman (You are devoted to helping others while pondering about the mysteries of the Cosmos. This grants you a bonus in technological research and initial reputation)

Technology

Tools: Basic (Wood, Bone), Telescope [+2]
Weapons: Basic Melee (Spear, Club), Basic Ranged (Shortbow)
Structures: Adobe House, Farms, Beehive
Domestic: Honeybee
Other: Agriculture, Writing [+2], Oven, Medicine

Religion

Name: Tonatiu
Deity: Sun, Rain and Agriculture
Beliefs: Sacrifices are necessary to keep the world going, all life is equally important except for the Sun, the Rain and Agriculture, death means eternal respite for the dead.

Mongols

Leader: Kada Khan

Actions: [Global] Attack the Taolu, [Global] Better furnace
Result: 11/20 +4 = 15/20, /20 +2 = /20
You decide to attack before giving the Taolu a chance, so you went to strike where the smoke was. You found a camp of Taolu warriors, ready to fight. The battle was intense, with archers firing from both sides and warriors clashing their blades. However, your chariot archers and copper armour really tipped the battle to your favour, and you won with only 6 losses. The Taolu dissolved, the village is now yours to claim.

You put your tribe to work trying to make even better furnaces. They experiment with different things and end up with a fire kiln, which uses hardened clay walls to trap the heat, making the fire even more intense and hot enough to smelt tougher metals.

Tribes: 2 (Kherzit [Main], Akkalat)
Region: Mongolia
Stability: Sturdy 4

Population: 133
Jobs: Warrior/hunter [33], Elite Warrior [25], Hunter [25], Herder/fisherman [50]
Status: Hunter-gatherer tribe, at war with the Taolu tribe

Type: Religious (Your faith is strong and no one can tell you otherwise! You have a bonus in religion and technology research)

Technology

Tools: Standard (Stone, Flint), Wheel
Weapons: Standard Melee (Copper [Scimitar][+2]), Standard (Longbow[Arrows: Flint, Flaming][+2]), Basic Armour (Copper [+2][Fear])
Structures: Portable Tents
Domestic: Horses, Sheep, Elk, Hunting Dogs
Other: Riding, Religion, Chariot, Furnace, Copper, Fishing, Division of Labour

Religion

Deity: Yargoyin
Beliefs: Yargoyin needs sacrifices (animal or human) or the animals of the steppe will slow and die.

Relations
Hollow Sand

Reputation: Chilly -1

Phoenicia

Reputation: Neutral 1

Bananarama

Reputation: Good 2

Nisseria

Reputation: Chilly -1

Hollow Sand

Leader: Bizarre Pumpkiin

Actions: [Global] Find an island nation
Result: 20/20! +1 = 20/20!
You set off on your raft in search of this island nation the Phoenicians spoke about. You sailed out of the Mediteranean Sea and into the Atlantic Ocean, cruising the coast, until you entered the English Channel, from which you knew it was the island North that you were looking for. You hopped onto the shore and scouted the land until you came across an empty town, with nothing but a fisherman skippering about, shakily delivering packages before running away. Guards were stationed everywhere, and they weren’t accepting any visitors, by fear that it would spread. They claimed that they were risking your lives by simply speaking to you, and urged you to leave immediately. This was Britannia, a nation in turmoil and ravaged by disease, scrambling to be rid of their problem. When you came back, one of your men was coughing and having trouble breathing, but after drinking his mother’s soup, he felt better. Strange…

Also, you were visited by the Phoenicians. They came for your war rhinos, which you happily traded for ovens, which you can use to smelt basic metals. This interaction increased your relations, making you now allies, and increased your population.

Villages: 1 (Hollow Dust [Capital])
Region: Suez, Egypt
Stability: Steady 3

Population: 79
Jobs: N/A
Status: Sedentary Agricultural Village

Type: Trader (You like wealth and love acquiring it even more, so naturally, you get along well with people who are willing to trade their wealth with you. You gain a bonus in trading and initial reputation)

Technology

Tools: Standard (Stone, Flint), Raft [+1]
Weapons: Standard Melee (Spear [Flint, Stone], Club), Basic Ranged (Shortbow)
Structures: Mud Hut, Farm, Temple
Domestic: Rhinoceros [+2]
Other: Agriculture, Fishing, Writing [+2], Currency [+2 or 5], Oven

Relations
Phoenicia

Reputation: Great 3
Shared technology: Currency [+2 or 5], Writing [+2], Oven, Rhino

Mongols

Reputation: Chilly -1

Britannia

Reputation: Unavailable

Kugelland

Leader: Adalald

Actions: [30] Search for other nations, [30] Boats, [29] Religion
Result: 17/20 -6 +3 = 14/20, 20/20! -6 = 14/20, 17/20 -6 = 11/20
You send an expedition in search of new people to interact with. Through diceroll, you decided to go West, until you found a civilization of traders, who looked humanoid but not exactly like you. These were the Laestrygonians, and although they are powerful, they greet you kindly and treat you favourably. They tell you some other nations you may discover, the fishing civilization of Tarkahmehd, another one East, a nation of merchant Bards, the Phoenicians, and finally one South, the militaristic Hellenes. They also told you of an island nation North, but kept details to themselves and advised you to stay away for fear of catching a plague. You visit each one on your way back, each reacting differently upon your arrival. Tarkahmehd was indifferent to your existence, while the Phoeniciains were delighted with a potential new trading partner, and the Hellenes were sort of chilly upon your arrival, coming from their initial distrust of strangers.

You task a group of people with building a vehicle that will let you float on water, so that you may traverse rivers and other such bodies of water. They tie planks together with some rope in order to make rafts. These rafts will give you +1 to sailing rolls and give you access to further places normally separated by water.

You create a religion, the details of which you may elaborate. Religion is especially useful in the culture tab of the civ stage.

Villages: 1 (Statdburg [Capital])
Region: Austria, Europe
Stability: Steady 3

Population: 89
Jobs: N/A
Status: Sedentary Agricultural Village
Type: Expansionist (You want to spread your tribe all over the world, which comes with a bonus in structure and exploration rolls)

Technology

Tools: Copper Age, Raft [+1]
Weapons: Better Melee (Copper Sword, Copper Spear [+2]), Standard Ranged (Longbow [Copper]), Standard Protection (Copper Large Shield [+2])
Structures: Cottage, Farm
Domestic: Pig
Other: Agriculture, Oven, Copper

Relations
Laestrygon

Reputation: Good 2

Phoenicia

Reputation: Good 2

Tarkahmehd

Reputation: Neutral 1

Hellenes

Reputation: Chilly -1

Religion

Please elaborate, such as deity, beliefs, name…

@blackjacksike @Mr.Pigeon @Pentaphon @TeaKing @Evolution4Weak @zenzonegaming @OoferDoofer @yp364 @MechanicalPumpkin @Nover452

Stay sharp, there’s an event next turn…

3 Likes

Oh crap

Well

My action is to try to help Britannia in the next turn by researching the soup thing

Perhaps you should research it first?

Oh ok I’ll change my action then.

Edit:I changed my action

Oh look, Monlatz


I made the religion thing
AND IT’S A LOT OF TEXT

Unpolished religion
Gods

Haugott - Former god of the universe (Dead)
Neuersumsgott - Former second god of the universe (Dead)
Kriessen - God of war and knowledge
Bergonner - God of the mountains and thunder
Gosser - God of the water
Monlatz - God of the moon, stars and space
Dunkelböse - God of mischief, evil and darkness
Weinöttin - Goddess of wine and calmness
Tocksalheit - Goddess of death, fate and sickness
Liebarkaft - Goddess of fertility, love and agriculture
Kunsertur - Goddess of nature, earth and art
Gesundetter - Goddess of the weather and health
Wiedergonne - Goddess of the sun and rebirth
Some people believe in a star goddess, but it’s not as widespread, so i didn’t put her here

Creation Myth

All started with Haugott, which created the universe and the planets, then he created Kriessen and Neuersumsgott, they decided to overthrow Haugott, so they killed him.
Then they saw that there was an entire universe to be controlled, and also no sun, so they went to Earth. Found some people, did some Zeus and from that came
Wiedergonne, Bergonner, Gosser and Monlatz.
So now the main god is Neuersumsgott, but Kriessen doesn’t like this, so Kriessen tries to kill Neuersumsgott, fails and gets sent to the abyss (which is space).
Now as humans are dumb and don’t fight, they start dying (Mostly of hunger because they forgot). Humans go extinct and then Neuersumsgott brings Kriessen back,
who kills him (seriously what did he expect).
So because of what happened now the gods have to make new humans, and after some… conflicts i guess, they decide to make new humans in Europe.
Kriesser, Gosser and Bergonner make more Zeus and then new gods come, this time being Dunkelböse, Tocksalheit, Kunsertur and Weinöttin.
Now with a goddess to control earth, a god to control the abyss, and a goddess of death we can see what will happen next. Dunkelböse and Tocksalheit decide that
conquering earth is a good idea, and so they do! Now more humans die, and there’s almost no humans left AGAIN, but the survivors of this go west.
So with no universe god what do the gods do? They decide to give the oldest god the control of this situation, so Kriessen decides to kill Dunkelböse and Tocksalheit,
and the gods then decide to not give him all the power, so they form the “Godly Court”, which is basically the legal system. The gods then decide to exile them to
the abyss, but then Monlatz breaks part of it and makes the new and impressive world of “Bösewelt”. So now the gods of evil and death are in Bösewelt and in there they
punish the evil people (which is a very vague statement). Now with all of this done the gods have to make more humans, and for some reason Weinöttin and Gosser decide
to make them based on their sons, which they still don’t have. For some reason the idea is accepted and when Gosser and Weinöttin have their sons (which end up being
twins) they name them Gesundetter and Liebarkaft. Yeah they end up not wanting their kids in earth so they decide to make the kids create the new humans (why did they
think that making the kids create the third human was a good idea?), and that’s how the modern human was born. After some time and humans always going to Bösewelt
even when they’re good, Monlatz (which is the closest to the universe god) decides to create a new world close to earth, a very bright and beautiful world, which is
called Todeswelt, which means “World of death”, and that name is strangely menacing. The Godly Court moves from the abyss to the new Todeswelt.

Morals

Bad: Killing your family (unless a god says so, for some reason), Saying you’re better than the gods (Even if it’s true), T O R T U R E
Good: Being kind to your family, cooperating with others, killing your enemies with honor (well that isn’t as good), obeying the gods

Beliefs

The existence of the spirit (Todesmensch) and of rebirth
There’s no direct meaning in life, we’re alive because the gods haven’t fought with one another, and to keep them from fighting we give them food and weapons (for some reason)
Humans are on Erdwelt
When they die they enter Todeswelt
Except if they’re evil, then they go to Bösewelt

Rituals

Offering to the gods for good luck (daily and small), Offering to the gods for life (Every three days and somewhat big), Dance of Monlatz and Wiedergonne

Holidays (or something like that)

There’s a holiday every 20 days

Day of Haugott
Day of Kriessen
Day of Neuersumsgott
Day of Wiedergonne
Day of Bergonner
Day of Gosser
Day of Monlatz
Day of the First Generation
Day of Dunkelböse
Day of Tocksalheit
Day of Kunsertur
Day of Weinöttin
Day of the Second Generation
Day of Gesundetter
Day of Liebarkaft
Day of the Third Generation

The years are 336 days long

End of Times Myth

The gods will fight and destroy the third generation of humans and the rest of the second generation (This is the Götterdämmerung, and i didn’t have a name so it’s literally called “Ragnarök”)


I guess that i also have to put actions so

Actions

Action 1: A quarter of my populaton will research division of labour
Action 2: Another quarter will try to make a writing system
Action 3: A third quarter will make better rafts
Action 4: The last quarter will try to establish trade with phoenicia
Can i divide an action into 4 or is it too much? i feel like it’s too much

2 Likes

Four actions is OK, but keep in mind that with your current population, they would get an immediate -7.

Well this gonna be a large post

ok for my new village jobs
10 fishermen
its name will be Gantzos
and its (global will be to discover boats

Now for my main my village
i want too boost my miners to 20 and my smiths to 15
and i want them build beter furnaces
my builders will build a road between my 2 villages
my leader and the the rest of the population will have a grand festival with the aim of absorbing Marcelinians

ok now for my religion its name will be the Primordial truth
Slogan:THE TRUTH IS NOT COMING,
THE TRUTH AWAITS US
It is a monotheistic religion with the name of the god called the Cosmic eye
but the god can be divided to 4 lesser entities Tsekur the god of war and justice,
Dafnon the god of progress and change,Plegmin the god of nature and health,Slinis the god of love and pleasure
The gods when are displeasured become demonic and their servants as well(mortal and divine alike)
Torture and sacrifice are allowed but only if the god allows it (my idea here is that every time i say sacrifice someone you will have to roll if the sacrifice will happen at all but if it happens ill get +1 to the respected gods domain if you will allow it)

People Distribution:

  • 16 - Fisherman - Fish The Fish
  • 16 - Farmer - Farm The Farms
  • 16 - Herders - Manage The Animals
  • 32 - Builders - Build The Building And Craft The Tools
  • 32 - Gatherers - Gather The Materials For The Other Jobs And Manages The Storehouse
  • 40 - Philosophers - Research The Technology

Actions:

  • [20 Philosophers + 16 Fisherman] Action: Upgrade Our Weapons To Bronze

  • [32 Builders + 32 Gatherers + 16 Herders]Action 2: Create A Bunker For The People To Hide In During Attacks Or Disasters

  • [20 Philosophers + 16 Farmers]Action 3: Invent The Millstone So The Making Of Flour Is More Efficient

also @OmnipotentFNarr, why is my relationship with the mongols chilly? I haven’t done anything to them the past few rounds or at least i remember not doing so

my actions.
global action: throw my prisoners into a pit and experiment on them by throwing animal dung into it (in hopes to breed a plague :smiling_imp:), also tell my people that the gods told me to do it in order to get a religion bonus, also it is for military purposes so does that mean that i also get the military bonus?
half of my people research pottery.
the other half try’s to make the boats bigger and better (hopefully big enough to carry some catapults and rhinos).

thanks for the round!

actions:

  • (pheonix) discover sheilds

  • (tyre) farmers, fishers, scientists, and builders make walls

  • (tyre) rest of population work on powerful bronze swords

new population becomes warriors

also now im a civ! yay!

@OmnipotentFNarr, you said population would increase because of division of labor, but that didn’t happen.
Action: Absorb the Taolu into a new village
Action: Forge better weapons and armor
Declare ourselves an empire.( a civ)

Whoops, I guess I forgot. I’ll fix that next round.

Your relations are chilly because they are an aggressive nation and they have the fear armour.

1 Like

Action 1: Research better tools
Action 2: (if better tools works out) research mining/(if it doesn’t work out) research/create monarchy

also i want it to be clear that if i make the plague a zombie plague then i can do that right @OmnipotentFNarr?

I would say it depends on chance, because most plagues come from farm animals it would be more likely that you get swine flu rather than getting something like Chronic Wasting Disease